/******************************************************************************
    Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/

#pragma once

#include <util/AlignedNew.hpp>
#include <util/windows/win-version.h>

#include <vector>
#include <string>
#include <memory>

#include <windows.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include <d3d11.h>
#include <d3dcompiler.h>

#include <util/base.h>
#include <graphics/matrix4.h>
#include <graphics/graphics.h>
#include <graphics/device-exports.h>
#include <util/windows/ComPtr.hpp>
#include <util/windows/HRError.hpp>

// #define DISASSEMBLE_SHADERS

struct shader_var;
struct shader_sampler;
struct gs_vertex_shader;

using namespace std;

/*
 * Just to clarify, all structs, and all public.  These are exporting only
 * via encapsulated C bindings, not C++ bindings, so the whole concept of
 * "public" and "private" does not matter at all for this subproject.
 */

static inline uint32_t GetWinVer()
{
	struct win_version_info ver;
	get_win_ver(&ver);

	return (ver.major << 8) | ver.minor;
}

static inline DXGI_FORMAT ConvertGSTextureFormat(gs_color_format format)
{
	switch (format) {
	case GS_UNKNOWN:     return DXGI_FORMAT_UNKNOWN;
	case GS_A8:          return DXGI_FORMAT_A8_UNORM;
	case GS_R8:          return DXGI_FORMAT_R8_UNORM;
	case GS_RGBA:        return DXGI_FORMAT_R8G8B8A8_UNORM;
	case GS_BGRX:        return DXGI_FORMAT_B8G8R8X8_UNORM;
	case GS_BGRA:        return DXGI_FORMAT_B8G8R8A8_UNORM;
	case GS_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
	case GS_RGBA16:      return DXGI_FORMAT_R16G16B16A16_UNORM;
	case GS_R16:         return DXGI_FORMAT_R16_UNORM;
	case GS_RGBA16F:     return DXGI_FORMAT_R16G16B16A16_FLOAT;
	case GS_RGBA32F:     return DXGI_FORMAT_R32G32B32A32_FLOAT;
	case GS_RG16F:       return DXGI_FORMAT_R16G16_FLOAT;
	case GS_RG32F:       return DXGI_FORMAT_R32G32_FLOAT;
	case GS_R16F:        return DXGI_FORMAT_R16_FLOAT;
	case GS_R32F:        return DXGI_FORMAT_R32_FLOAT;
	case GS_DXT1:        return DXGI_FORMAT_BC1_UNORM;
	case GS_DXT3:        return DXGI_FORMAT_BC2_UNORM;
	case GS_DXT5:        return DXGI_FORMAT_BC3_UNORM;
	}

	return DXGI_FORMAT_UNKNOWN;
}

static inline gs_color_format ConvertDXGITextureFormat(DXGI_FORMAT format)
{
	switch ((unsigned long)format) {
	case DXGI_FORMAT_A8_UNORM:           return GS_A8;
	case DXGI_FORMAT_R8_UNORM:           return GS_R8;
	case DXGI_FORMAT_R8G8B8A8_UNORM:     return GS_RGBA;
	case DXGI_FORMAT_B8G8R8X8_UNORM:     return GS_BGRX;
	case DXGI_FORMAT_B8G8R8A8_UNORM:     return GS_BGRA;
	case DXGI_FORMAT_R10G10B10A2_UNORM:  return GS_R10G10B10A2;
	case DXGI_FORMAT_R16G16B16A16_UNORM: return GS_RGBA16;
	case DXGI_FORMAT_R16_UNORM:          return GS_R16;
	case DXGI_FORMAT_R16G16B16A16_FLOAT: return GS_RGBA16F;
	case DXGI_FORMAT_R32G32B32A32_FLOAT: return GS_RGBA32F;
	case DXGI_FORMAT_R16G16_FLOAT:       return GS_RG16F;
	case DXGI_FORMAT_R32G32_FLOAT:       return GS_RG32F;
	case DXGI_FORMAT_R16_FLOAT:          return GS_R16F;
	case DXGI_FORMAT_R32_FLOAT:          return GS_R32F;
	case DXGI_FORMAT_BC1_UNORM:          return GS_DXT1;
	case DXGI_FORMAT_BC2_UNORM:          return GS_DXT3;
	case DXGI_FORMAT_BC3_UNORM:          return GS_DXT5;
	}

	return GS_UNKNOWN;
}

static inline DXGI_FORMAT ConvertGSZStencilFormat(gs_zstencil_format format)
{
	switch (format) {
	case GS_ZS_NONE:     return DXGI_FORMAT_UNKNOWN;
	case GS_Z16:         return DXGI_FORMAT_D16_UNORM;
	case GS_Z24_S8:      return DXGI_FORMAT_D24_UNORM_S8_UINT;
	case GS_Z32F:        return DXGI_FORMAT_D32_FLOAT;
	case GS_Z32F_S8X24:  return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
	}

	return DXGI_FORMAT_UNKNOWN;
}

static inline D3D11_COMPARISON_FUNC ConvertGSDepthTest(gs_depth_test test)
{
	switch (test) {
	case GS_NEVER:    return D3D11_COMPARISON_NEVER;
	case GS_LESS:     return D3D11_COMPARISON_LESS;
	case GS_LEQUAL:   return D3D11_COMPARISON_LESS_EQUAL;
	case GS_EQUAL:    return D3D11_COMPARISON_EQUAL;
	case GS_GEQUAL:   return D3D11_COMPARISON_GREATER_EQUAL;
	case GS_GREATER:  return D3D11_COMPARISON_GREATER;
	case GS_NOTEQUAL: return D3D11_COMPARISON_NOT_EQUAL;
	case GS_ALWAYS:   return D3D11_COMPARISON_ALWAYS;
	}

	return D3D11_COMPARISON_NEVER;
}

static inline D3D11_STENCIL_OP ConvertGSStencilOp(gs_stencil_op_type op)
{
	switch (op) {
	case GS_KEEP:    return D3D11_STENCIL_OP_KEEP;
	case GS_ZERO:    return D3D11_STENCIL_OP_ZERO;
	case GS_REPLACE: return D3D11_STENCIL_OP_REPLACE;
	case GS_INCR:    return D3D11_STENCIL_OP_INCR;
	case GS_DECR:    return D3D11_STENCIL_OP_DECR;
	case GS_INVERT:  return D3D11_STENCIL_OP_INVERT;
	}

	return D3D11_STENCIL_OP_KEEP;
}

static inline D3D11_BLEND ConvertGSBlendType(gs_blend_type type)
{
	switch (type) {
	case GS_BLEND_ZERO:        return D3D11_BLEND_ZERO;
	case GS_BLEND_ONE:         return D3D11_BLEND_ONE;
	case GS_BLEND_SRCCOLOR:    return D3D11_BLEND_SRC_COLOR;
	case GS_BLEND_INVSRCCOLOR: return D3D11_BLEND_INV_SRC_COLOR;
	case GS_BLEND_SRCALPHA:    return D3D11_BLEND_SRC_ALPHA;
	case GS_BLEND_INVSRCALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
	case GS_BLEND_DSTCOLOR:    return D3D11_BLEND_DEST_COLOR;
	case GS_BLEND_INVDSTCOLOR: return D3D11_BLEND_INV_DEST_COLOR;
	case GS_BLEND_DSTALPHA:    return D3D11_BLEND_DEST_ALPHA;
	case GS_BLEND_INVDSTALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
	case GS_BLEND_SRCALPHASAT: return D3D11_BLEND_SRC_ALPHA_SAT;
	}

	return D3D11_BLEND_ONE;
}

static inline D3D11_CULL_MODE ConvertGSCullMode(gs_cull_mode mode)
{
	switch (mode) {
	case GS_BACK:    return D3D11_CULL_BACK;
	case GS_FRONT:   return D3D11_CULL_FRONT;
	case GS_NEITHER: return D3D11_CULL_NONE;
	}

	return D3D11_CULL_BACK;
}

static inline D3D11_PRIMITIVE_TOPOLOGY ConvertGSTopology(gs_draw_mode mode)
{
	switch (mode) {
	case GS_POINTS:    return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
	case GS_LINES:     return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
	case GS_LINESTRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
	case GS_TRIS:      return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
	case GS_TRISTRIP:  return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
	}

	return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
}

/* exception-safe RAII wrapper for vertex buffer data (NOTE: not copy-safe) */
struct VBDataPtr {
	gs_vb_data *data;

	inline VBDataPtr(gs_vb_data *data) : data(data) {}
	inline ~VBDataPtr() {gs_vbdata_destroy(data);}
};

enum class gs_type {
	gs_vertex_buffer,
	gs_index_buffer,
	gs_texture_2d,
	gs_zstencil_buffer,
	gs_stage_surface,
	gs_sampler_state,
	gs_vertex_shader,
	gs_pixel_shader,
	gs_duplicator,
	gs_swap_chain,
};

struct gs_obj {
	gs_device_t *device;
	gs_type obj_type;
	gs_obj *next;
	gs_obj **prev_next;

	inline gs_obj() :
		device(nullptr),
		next(nullptr),
		prev_next(nullptr)
	{}

	gs_obj(gs_device_t *device, gs_type type);
	virtual ~gs_obj();
};

struct gs_vertex_buffer : gs_obj {
	ComPtr<ID3D11Buffer>         vertexBuffer;
	ComPtr<ID3D11Buffer>         normalBuffer;
	ComPtr<ID3D11Buffer>         colorBuffer;
	ComPtr<ID3D11Buffer>         tangentBuffer;
	vector<ComPtr<ID3D11Buffer>> uvBuffers;

	bool           dynamic;
	VBDataPtr      vbd;
	size_t         numVerts;
	vector<size_t> uvSizes;

	void FlushBuffer(ID3D11Buffer *buffer, void *array,
			size_t elementSize);

	void MakeBufferList(gs_vertex_shader *shader,
			vector<ID3D11Buffer*> &buffers,
			vector<uint32_t> &strides);

	void InitBuffer(const size_t elementSize,
			const size_t numVerts, void *array,
			ID3D11Buffer **buffer);

	void BuildBuffers();

	inline void Release()
	{
		vertexBuffer.Release();
		normalBuffer.Release();
		colorBuffer.Release();
		tangentBuffer.Release();
		uvBuffers.clear();
	}

	inline void Rebuild();

	gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
			uint32_t flags);
};

/* exception-safe RAII wrapper for index buffer data (NOTE: not copy-safe) */
struct DataPtr {
	void *data;

	inline DataPtr(void *data) : data(data) {}
	inline ~DataPtr() {bfree(data);}
};

struct gs_index_buffer : gs_obj {
	ComPtr<ID3D11Buffer> indexBuffer;
	bool                 dynamic;
	gs_index_type        type;
	size_t               indexSize;
	size_t               num;
	DataPtr              indices;

	D3D11_BUFFER_DESC bd = {};
	D3D11_SUBRESOURCE_DATA srd = {};

	void InitBuffer();

	inline void Rebuild(ID3D11Device *dev);

	inline void Release() {indexBuffer.Release();}

	gs_index_buffer(gs_device_t *device, enum gs_index_type type,
			void *indices, size_t num, uint32_t flags);
};

struct gs_texture : gs_obj {
	gs_texture_type type;
	uint32_t        levels;
	gs_color_format format;

	ComPtr<ID3D11ShaderResourceView> shaderRes;
	D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};

	inline void Rebuild(ID3D11Device *dev);

	inline gs_texture(gs_texture_type type, uint32_t levels,
			gs_color_format format)
		: type   (type),
		  levels (levels),
		  format (format)
	{
	}

	inline gs_texture(gs_device *device, gs_type obj_type,
			gs_texture_type type)
		: gs_obj (device, obj_type),
		  type   (type)
	{
	}

	inline gs_texture(gs_device *device, gs_type obj_type,
			gs_texture_type type,
			uint32_t levels, gs_color_format format)
		: gs_obj (device, obj_type),
		  type   (type),
		  levels (levels),
		  format (format)
	{
	}
};

struct gs_texture_2d : gs_texture {
	ComPtr<ID3D11Texture2D>          texture;
	ComPtr<ID3D11RenderTargetView>   renderTarget[6];
	ComPtr<IDXGISurface1>            gdiSurface;

	uint32_t        width = 0, height = 0;
	DXGI_FORMAT     dxgiFormat = DXGI_FORMAT_UNKNOWN;
	bool            isRenderTarget = false;
	bool            isGDICompatible = false;
	bool            isDynamic = false;
	bool            isShared = false;
	bool            genMipmaps = false;
	uint32_t        sharedHandle = 0;

	vector<vector<uint8_t>> data;
	vector<D3D11_SUBRESOURCE_DATA> srd;
	D3D11_TEXTURE2D_DESC td = {};

	void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
	void InitTexture(const uint8_t **data);
	void InitResourceView();
	void InitRenderTargets();
	void BackupTexture(const uint8_t **data);

	void RebuildSharedTextureFallback();
	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		texture.Release();
		for (auto &rt : renderTarget)
			rt.Release();
		gdiSurface.Release();
		shaderRes.Release();
	}

	inline gs_texture_2d()
		: gs_texture (GS_TEXTURE_2D, 0, GS_UNKNOWN)
	{
	}

	gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height,
			gs_color_format colorFormat, uint32_t levels,
			const uint8_t **data, uint32_t flags,
			gs_texture_type type, bool gdiCompatible, bool shared);

	gs_texture_2d(gs_device_t *device, uint32_t handle);
};

struct gs_zstencil_buffer : gs_obj {
	ComPtr<ID3D11Texture2D>        texture;
	ComPtr<ID3D11DepthStencilView> view;

	uint32_t           width, height;
	gs_zstencil_format format;
	DXGI_FORMAT        dxgiFormat;

	D3D11_TEXTURE2D_DESC td = {};
	D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};

	void InitBuffer();

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		texture.Release();
		view.Release();
	}

	inline gs_zstencil_buffer()
		: width      (0),
		  height     (0),
		  dxgiFormat (DXGI_FORMAT_UNKNOWN)
	{
	}

	gs_zstencil_buffer(gs_device_t *device, uint32_t width, uint32_t height,
			gs_zstencil_format format);
};

struct gs_stage_surface : gs_obj {
	ComPtr<ID3D11Texture2D> texture;
	D3D11_TEXTURE2D_DESC td = {};

	uint32_t        width, height;
	gs_color_format format;
	DXGI_FORMAT     dxgiFormat;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		texture.Release();
	}

	gs_stage_surface(gs_device_t *device, uint32_t width, uint32_t height,
			gs_color_format colorFormat);
};

struct gs_sampler_state : gs_obj {
	ComPtr<ID3D11SamplerState> state;
	D3D11_SAMPLER_DESC         sd = {};
	gs_sampler_info            info;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release() {state.Release();}

	gs_sampler_state(gs_device_t *device, const gs_sampler_info *info);
};

struct gs_shader_param {
	string                         name;
	gs_shader_param_type           type;

	uint32_t                       textureID;
	struct gs_sampler_state        *nextSampler = nullptr;

	int                            arrayCount;

	size_t                         pos;

	vector<uint8_t>                curValue;
	vector<uint8_t>                defaultValue;
	bool                           changed;

	gs_shader_param(shader_var &var, uint32_t &texCounter);
};

struct ShaderError {
	ComPtr<ID3D10Blob> errors;
	HRESULT hr;

	inline ShaderError(const ComPtr<ID3D10Blob> &errors, HRESULT hr)
		: errors (errors),
		  hr     (hr)
	{
	}
};

struct gs_shader : gs_obj {
	gs_shader_type          type;
	vector<gs_shader_param> params;
	ComPtr<ID3D11Buffer>    constants;
	size_t                  constantSize;

	D3D11_BUFFER_DESC       bd = {};
	vector<uint8_t>         data;

	inline void UpdateParam(vector<uint8_t> &constData,
			gs_shader_param &param, bool &upload);
	void UploadParams();

	void BuildConstantBuffer();
	void Compile(const char *shaderStr, const char *file,
			const char *target, ID3D10Blob **shader);

	inline gs_shader(gs_device_t *device, gs_type obj_type,
			gs_shader_type type)
		: gs_obj       (device, obj_type),
		  type         (type),
		  constantSize (0)
	{
	}

	virtual ~gs_shader() {}
};

struct ShaderSampler {
	string           name;
	gs_sampler_state sampler;

	inline ShaderSampler(const char *name, gs_device_t *device,
			gs_sampler_info *info)
		: name    (name),
		  sampler (device, info)
	{
	}
};

struct gs_vertex_shader : gs_shader {
	ComPtr<ID3D11VertexShader> shader;
	ComPtr<ID3D11InputLayout>  layout;

	gs_shader_param *world, *viewProj;

	vector<D3D11_INPUT_ELEMENT_DESC> layoutData;

	bool     hasNormals;
	bool     hasColors;
	bool     hasTangents;
	uint32_t nTexUnits;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		shader.Release();
		layout.Release();
		constants.Release();
	}

	inline uint32_t NumBuffersExpected() const
	{
		uint32_t count = nTexUnits+1;
		if (hasNormals)  count++;
		if (hasColors)   count++;
		if (hasTangents) count++;

		return count;
	}

	void GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs);

	gs_vertex_shader(gs_device_t *device, const char *file,
			const char *shaderString);
};

struct gs_duplicator : gs_obj {
	ComPtr<IDXGIOutputDuplication> duplicator;
	gs_texture_2d *texture;
	int idx;
	long refs;
	bool updated;

	void Start();

	inline void Release()
	{
		duplicator.Release();
	}

	gs_duplicator(gs_device_t *device, int monitor_idx);
	~gs_duplicator();
};

struct gs_pixel_shader : gs_shader {
	ComPtr<ID3D11PixelShader> shader;
	vector<unique_ptr<ShaderSampler>> samplers;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		shader.Release();
		constants.Release();
	}

	inline void GetSamplerStates(ID3D11SamplerState **states)
	{
		size_t i;
		for (i = 0; i < samplers.size(); i++)
			states[i] = samplers[i]->sampler.state;
		for (; i < GS_MAX_TEXTURES; i++)
			states[i] = NULL;
	}

	gs_pixel_shader(gs_device_t *device, const char *file,
			const char *shaderString);
};

struct gs_swap_chain : gs_obj {
	uint32_t                       numBuffers;
	HWND                           hwnd;
	gs_init_data                   initData;
	DXGI_SWAP_CHAIN_DESC           swapDesc = {};

	gs_texture_2d                  target;
	gs_zstencil_buffer             zs;
	ComPtr<IDXGISwapChain>         swap;

	void InitTarget(uint32_t cx, uint32_t cy);
	void InitZStencilBuffer(uint32_t cx, uint32_t cy);
	void Resize(uint32_t cx, uint32_t cy);
	void Init();

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		target.Release();
		zs.Release();
		swap.Release();
	}

	gs_swap_chain(gs_device *device, const gs_init_data *data);
};

struct BlendState {
	bool          blendEnabled;
	gs_blend_type srcFactorC;
	gs_blend_type destFactorC;
	gs_blend_type srcFactorA;
	gs_blend_type destFactorA;

	bool          redEnabled;
	bool          greenEnabled;
	bool          blueEnabled;
	bool          alphaEnabled;

	inline BlendState()
		: blendEnabled (true),
		  srcFactorC   (GS_BLEND_SRCALPHA),
		  destFactorC  (GS_BLEND_INVSRCALPHA),
		  srcFactorA   (GS_BLEND_ONE),
		  destFactorA  (GS_BLEND_ONE),
		  redEnabled   (true),
		  greenEnabled (true),
		  blueEnabled  (true),
		  alphaEnabled (true)
	{
	}

	inline BlendState(const BlendState &state)
	{
		memcpy(this, &state, sizeof(BlendState));
	}
};

struct SavedBlendState : BlendState {
	ComPtr<ID3D11BlendState> state;
	D3D11_BLEND_DESC         bd;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		state.Release();
	}

	inline SavedBlendState(const BlendState &val, D3D11_BLEND_DESC &desc)
		: BlendState(val), bd(desc)
	{
	}
};

struct StencilSide {
	gs_depth_test test;
	gs_stencil_op_type fail;
	gs_stencil_op_type zfail;
	gs_stencil_op_type zpass;

	inline StencilSide()
		: test  (GS_ALWAYS),
		  fail  (GS_KEEP),
		  zfail (GS_KEEP),
		  zpass (GS_KEEP)
	{
	}
};

struct ZStencilState {
	bool          depthEnabled;
	bool          depthWriteEnabled;
	gs_depth_test depthFunc;

	bool          stencilEnabled;
	bool          stencilWriteEnabled;
	StencilSide   stencilFront;
	StencilSide   stencilBack;

	inline ZStencilState()
		: depthEnabled        (true),
		  depthWriteEnabled   (true),
		  depthFunc           (GS_LESS),
		  stencilEnabled      (false),
		  stencilWriteEnabled (true)
	{
	}

	inline ZStencilState(const ZStencilState &state)
	{
		memcpy(this, &state, sizeof(ZStencilState));
	}
};

struct SavedZStencilState : ZStencilState {
	ComPtr<ID3D11DepthStencilState> state;
	D3D11_DEPTH_STENCIL_DESC        dsd;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		state.Release();
	}

	inline SavedZStencilState(const ZStencilState &val,
			D3D11_DEPTH_STENCIL_DESC desc)
		: ZStencilState (val),
		  dsd           (desc)
	{
	}
};

struct RasterState {
	gs_cull_mode cullMode;
	bool         scissorEnabled;

	inline RasterState()
		: cullMode       (GS_BACK),
		  scissorEnabled (false)
	{
	}

	inline RasterState(const RasterState &state)
	{
		memcpy(this, &state, sizeof(RasterState));
	}
};

struct SavedRasterState : RasterState {
	ComPtr<ID3D11RasterizerState> state;
	D3D11_RASTERIZER_DESC         rd;

	inline void Rebuild(ID3D11Device *dev);

	inline void Release()
	{
		state.Release();
	}

	inline SavedRasterState(const RasterState &val,
			D3D11_RASTERIZER_DESC &desc)
	       : RasterState (val),
	         rd          (desc)
	{
	}
};

struct mat4float {
	float mat[16];
};

struct gs_device {
	ComPtr<IDXGIFactory1>       factory;
	ComPtr<IDXGIAdapter1>       adapter;
	ComPtr<ID3D11Device>        device;
	ComPtr<ID3D11DeviceContext> context;
	uint32_t                    adpIdx = 0;

	gs_texture_2d               *curRenderTarget = nullptr;
	gs_zstencil_buffer          *curZStencilBuffer = nullptr;
	int                         curRenderSide = 0;
	gs_texture                  *curTextures[GS_MAX_TEXTURES];
	gs_sampler_state            *curSamplers[GS_MAX_TEXTURES];
	gs_vertex_buffer            *curVertexBuffer = nullptr;
	gs_index_buffer             *curIndexBuffer = nullptr;
	gs_vertex_shader            *curVertexShader = nullptr;
	gs_pixel_shader             *curPixelShader = nullptr;
	gs_swap_chain               *curSwapChain = nullptr;

	gs_vertex_buffer            *lastVertexBuffer = nullptr;
	gs_vertex_shader            *lastVertexShader = nullptr;

	bool                        zstencilStateChanged = true;
	bool                        rasterStateChanged = true;
	bool                        blendStateChanged = true;
	ZStencilState               zstencilState;
	RasterState                 rasterState;
	BlendState                  blendState;
	vector<SavedZStencilState>  zstencilStates;
	vector<SavedRasterState>    rasterStates;
	vector<SavedBlendState>     blendStates;
	ID3D11DepthStencilState     *curDepthStencilState = nullptr;
	ID3D11RasterizerState       *curRasterState = nullptr;
	ID3D11BlendState            *curBlendState = nullptr;
	D3D11_PRIMITIVE_TOPOLOGY    curToplogy;

	pD3DCompile                 d3dCompile = nullptr;
#ifdef DISASSEMBLE_SHADERS
	pD3DDisassemble             d3dDisassemble = nullptr;
#endif

	gs_rect                     viewport;

	vector<mat4float>           projStack;

	matrix4                     curProjMatrix;
	matrix4                     curViewMatrix;
	matrix4                     curViewProjMatrix;

	gs_obj                      *first_obj = nullptr;

	void InitCompiler();
	void InitFactory(uint32_t adapterIdx);
	void InitDevice(uint32_t adapterIdx);

	ID3D11DepthStencilState *AddZStencilState();
	ID3D11RasterizerState   *AddRasterState();
	ID3D11BlendState        *AddBlendState();
	void UpdateZStencilState();
	void UpdateRasterState();
	void UpdateBlendState();

	void LoadVertexBufferData();

	inline void CopyTex(ID3D11Texture2D *dst,
			uint32_t dst_x, uint32_t dst_y,
			gs_texture_t *src, uint32_t src_x, uint32_t src_y,
			uint32_t src_w, uint32_t src_h);

	void UpdateViewProjMatrix();

	void RebuildDevice();

	gs_device(uint32_t adapterIdx);
	~gs_device();
};
